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I'm currently GMing a game for a group of friends, and I'm having a big problem getting them to make decisions. I had decided from the start that I would simply decide where the bad guys were at any given moment, and let the players decide how to defeat them, so I didn't railroad, and it would be their game. I started the game, ran the first session, and then *smack.* The players looked at me expectantly for a plot hook. They knew that there were three big bads out there with a stolen jet engine and nuclear bomb plans, but they wanted me to essentially tell them where they were. I tried dropping small hints at what they could do, but I basically had to say "go here" before they would do anything! So how do you nudge players in the right direction without railroading them?

If you are interested in post apocalyptic/ survival/ horror you might wish to check out this campaign on Saturday, July 24th at 9:00 PM EST on the virtual table top (screen monkey). Everyone must make a character or choose a premade template to play. The campaign is from the first module released by Arcanum Syndicate called “Pray for Dawn”. The adventurers have to survive one night filled with horrifying nightmares, mystery, and a great psychological thrill ride of terror. The game system is Chaos 6010 A.D. There are 20 alien races to choose from and 20 different character classes
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At some point, despite your best laid plans, your players are going to come up with an idea that you completely didn't anticipate or prepare for. At that moment, you are going to be confronted with a choice. Do you stifle the players' ingenuity, arbitrarily shutting down what are legitimately good ideas? Or, do you roll with it, toss your plans to the wind and dive headfirst into full improv mode? Running a game on the fly isn't something that comes easily to every GM, and some systems can make off-the-cuff gaming particularly difficult. The temptation might be to throw down roadblocks and stay firmly on the tracks, but this is generally far from satisfying from a player point of view
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I’d like to take a moment to thank Pen and Paper Games for hosting One Geek To Another on their awesome site for almost a year now! We were just nominated for Best Blog in the ENnie Awards and are very grateful to Pen&Paper for giving us a forum to help share One Geek with their readership! Thanks, guys! (Oh, and congratulations on your own nomination for BEST WEBSITE! Well deserved!)
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This new race and racial class is designed for use by player character's at every level of play, with custom special abilities and feats based on the very nature of being a gargoyle from 4 armed powerhouses to fighting apparitions that swoop and dive into battle. They are designed to allow you to play something completely new or a classic gargoyle. Presented with this is a plug and play 1st person point of view descriptive text that allows for an easy introduction of this new race and paragon class into any existing campaign.

From the same designer who crafted the immensely successful Kavit M. Tor's Emporium of Collectible Curiosities comes the fifth book in the extraordinary Questhaven Campaign Setting. This new line brings you the new customer content along with the best of the 3.0 and 3.5 Open Gaming Content updated for the Pathfinder Roleplaying Game. Each element is customized yet kept modular providing game components beyond the core products helping to create an evocative campaign experience.

Many people often ask me what I do to relax and get away from my stressful (yet enjoyable) freelance assignments for game design. The tax of having deadlines and word-counts can often have a toll on this self-diagnosed ADHD writer. But like all lucid, if not completely neurotic, gamers, I enjoy self-inflicting mental wounds on myself by learning new complex games for… well… enjoyment!
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